docs: format other manuals
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@ -1,14 +1,15 @@
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NAME
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====
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=======
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bspinfo
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=======
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bspinfo - print basic information about a Quake BSP file
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SYNOPSIS
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Synopsis
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========
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**bspinfo** BSPFILE
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DESCRIPTION
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Description
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===========
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**bspinfo** will print a very basic summary of the internal data in
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@ -20,21 +21,21 @@ If the filename *BSPFILE* does not have a .bsp extension, **bsputil**
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will look for a .bsp file by stripping the file extension from BSPFILE
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(if any) and appending ".bsp".
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AUTHOR
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Author
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======
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| Kevin Shanahan (aka Tyrann) - http://disenchant.net
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| Eric Wasylishen
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| Based on source provided by id Software
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REPORTING BUGS
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Reporting Bugs
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==============
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| Please post bug reports at
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https://github.com/ericwa/ericw-tools/issues.
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| Improvements to the documentation are welcome and encouraged.
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COPYRIGHT
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Copyright
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||||
=========
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| Copyright (C) 2017 Eric Wasylishen
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@ -46,7 +47,7 @@ COPYRIGHT
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This is free software: you are free to change and redistribute it. There
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is NO WARRANTY, to the extent permitted by law.
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SEE ALSO
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See Also
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========
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**qbsp**\ (1) **light**\ (1) **vis**\ (1) **bsputil**\ (1)
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@ -1,33 +1,39 @@
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NAME
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====
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=======
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bsputil
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=======
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bsputil - utiltiy for working with Quake BSP files
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SYNOPSIS
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Synopsis
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========
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**bsputil** [OPTION]... BSPFILE
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DESCRIPTION
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Description
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===========
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**bsputil is a small utility for basic manipulation of Quake BSP
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files.**
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OPTIONS
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Options
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=======
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--extract-textures
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.. program:: bsputil
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.. option:: --extract-textures
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Extract the texture data from *BSPFILE*\ **and create a Quake WAD**
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file. The output filename is generated from *BSPFILE*\ **by**
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stripping the .bsp extension and adding the .wad extension.
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--extract-entities
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.. option:: --extract-entities
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Extract the entity data from *BSPFILE*\ **and create a plain** text
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.ent file. The output filename is generated from *BSPFILE* by
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stripping the .bsp extension and adding the .ent extension.
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--check
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.. option:: --check
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Load *BSPFILE*\ **into memory and run a set of tests to check that**
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all internal data structures are self-consistent. Currently the tests
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are very basic and not all warnings will result in errors from all
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@ -35,21 +41,21 @@ OPTIONS
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designers, but is intended to assist with development of the **qbsp
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tool and check that a "clean" bsp file is generated.**
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AUTHOR
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Author
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======
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| Kevin Shanahan (aka Tyrann) - http://disenchant.net
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| Eric Wasylishen
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| Based on source provided by id Software
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REPORTING BUGS
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Reporting Bugs
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==============
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||||
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| Please post bug reports at
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https://github.com/ericwa/ericw-tools/issues.
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| Improvements to the documentation are welcome and encouraged.
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COPYRIGHT
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||||
Copyright
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||||
=========
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| Copyright (C) 2017 Eric Wasylishen
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@ -61,7 +67,7 @@ COPYRIGHT
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This is free software: you are free to change and redistribute it. There
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is NO WARRANTY, to the extent permitted by law.
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SEE ALSO
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See Also
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========
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**qbsp(1)** **light(1)** **vis(1)** **bspinfo(1)** **quake(6)**
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@ -19,5 +19,4 @@ Indices and tables
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==================
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* :ref:`genindex`
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* :ref:`modindex`
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* :ref:`search`
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@ -1,14 +1,15 @@
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NAME
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====
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=====
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light
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=====
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light - Caclulate lightmap data for a Quake BSP file
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SYNOPSIS
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Synopsis
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========
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**light** [OPTION]... BSPFILE
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DESCRIPTION
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Description
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===========
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**light** reads a Quake .bsp file and calculates light and shadow
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@ -16,9 +17,11 @@ information based on the entity definitions contained in the .bsp. The
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.bsp file is updated with the new light data upon completion,
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overwriting any existing lighting data.
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OPTIONS
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Options
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=======
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.. program:: light
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| Note, any of the Worldspawn Keys listed in the next section can be
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supplied as command-line options, which will override any setting in
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worldspawn.
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@ -26,31 +29,37 @@ OPTIONS
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Performance options:
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--------------------
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-threads n
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.. option:: -threads n
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Set number of threads explicitly. By default light will attempt to
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detect the number of CPUs/cores available.
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-extra
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.. option:: -extra
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Calculate extra samples (2x2) and average the results for smoother
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shadows.
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-extra4
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.. option:: -extra4
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Calculate even more samples (4x4) and average the results for
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smoother shadows.
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-gate n
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.. option:: -gate n
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Set a minimum light level, below which can be considered zero
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brightness. This can dramatically speed up processing when there are
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large numbers of lights with inverse or inverse square falloff. In
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most cases, values less than 1.0 will cause no discernible visual
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differences. Default 0.001.
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-sunsamples [n]
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.. option:: -sunsamples [n]
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Set the number of samples to use for "_sunlight_penumbra" and
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"_sunlight2" (sunlight2 may use more or less because of how the suns
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are set up in a sphere). Default 100.
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-surflight_subdivide [n]
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.. option:: -surflight_subdivide [n]
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| Configure spacing of all surface lights. Default 128 units. Minimum
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setting: 64 / max 2048. In the future I'd like to make this
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configurable per-surface-light.
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@ -58,17 +67,20 @@ Performance options:
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Output format options:
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----------------------
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-lit
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.. option:: -lit
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Force generation of a .lit file, even if your map does not have any
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coloured lights. By default, light will automatically generate the
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.lit file when needed.
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-onlyents
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.. option:: -onlyents
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Updates the entities lump in the bsp. You should run this after
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running qbsp with -onlyents, if your map uses any switchable lights.
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All this does is assign style numbers to each switchable light.
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-litonly
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.. option:: -litonly
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Generate a .lit file that is compatible with the .bsp without
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modifying the .bsp. This is meant for tweaking lighting or adding
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colored lights when you can't modify an existing .bsp (e.g. for
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@ -80,7 +92,8 @@ Output format options:
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(flickering/switchable) can't be added in new areas or have their
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styles changed.
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-nolighting
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.. option:: -nolighting
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Do all of the stuff required for lighting to work without actually
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performing any lighting calculations. This is mainly for engines that
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don't use the light data, but still need switchable lights, etc.
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@ -90,7 +103,8 @@ Output format options:
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Postprocessing options:
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-----------------------
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-soft [n]
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.. option:: -soft [n]
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| Perform post-processing on the lightmap which averages adjacent
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samples to smooth shadow edges. If n is specified, the algorithm
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will take 'n' samples on each side of the sample point and replace
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@ -104,61 +118,74 @@ Postprocessing options:
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Debug modes:
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------------
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-dirtdebug
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.. option:: -dirtdebug
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Implies "-dirt", and renders just the dirtmap against a fullbright
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background, ignoring all lights in the map. Useful for previewing and
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turning the dirt settings.
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-phongdebug
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.. option:: -phongdebug
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Write normals to lit file for debugging phong shading.
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-bouncedebug
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.. option:: -bouncedebug
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Write bounced lighting only to the lightmap for debugging /
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previewing -bounce.
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-surflight_dump
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.. option:: -surflight_dump
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Saves the lights generated by surfacelights to a
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"mapname-surflights.map" file.
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-novisapprox
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.. option:: -novisapprox
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| Disable approximate visibility culling of lights, which has a small
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chance of introducing artifacts where lights cut off too soon.
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Experimental options:
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---------------------
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-addmin
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.. option:: -addmin
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Changes the behaviour of *minlight*. Instead of increasing low light
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levels to the global minimum, add the global minimum light level to
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all style 0 lightmaps. This may help reducing the sometimes uniform
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minlight effect.
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-lit2
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.. option:: -lit2
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Force generation of a .lit2 file, even if your map does not have any
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coloured lights.
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-lux
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.. option:: -lux
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Generate a .lux file storing average incoming light directions for
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surfaces. Usable by FTEQW with "r_deluxemapping 1"
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-lmscale n
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.. option:: -lmscale n
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Equivalent to "_lightmap_scale" worldspawn key.
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-bspxlit
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.. option:: -bspxlit
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Writes rgb data into the bsp itself.
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-bspx
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.. option:: -bspx
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Writes both rgb and directions data into the bsp itself.
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"-novanilla
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.. option:: -novanilla
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Fallback scaled lighting will be omitted. Standard grey lighting will
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be omitted if there are coloured lights. Implies "-bspxlit". "-lit"
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will no longer be implied by the presence of coloured lights.
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"-wrnormals
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.. option:: -wrnormals
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Writes normal data into the bsp itself.
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MODEL ENTITY KEYS
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Model Entity Keys
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=================
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Worldspawn Keys
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@ -391,7 +418,7 @@ is off or on.
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its brushes from emitting bounced light they receive from elsewhere.)
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Only has an effect if "_bounce" is enabled in worldspawn.
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LIGHT ENTITY KEYS
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Light Entity Keys
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=================
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Light entity keys can be used in any entity with a classname starting
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|
@ -572,14 +599,14 @@ The following light properties correspond to these sunlight settings:
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Set to 1 to make the light compiler ignore this entity (prevents it
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from casting any light). e.g. could be useful with rtlights.
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OTHER INFORMATION
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Other Information
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=================
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The "\b" escape sequence toggles red text on/off, you can use this in
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any strings in the map file. e.g. "message" "Here is \\bsome red
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text\b..."
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AUTHOR
|
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Author
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======
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|
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| Eric Wasylishen
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|
|
@ -587,14 +614,14 @@ AUTHOR
|
|||
| David Walton (aka spike)
|
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| Based on source provided by id Software
|
||||
|
||||
REPORTING BUGS
|
||||
Reporting Bugs
|
||||
==============
|
||||
|
||||
| Please post bug reports at
|
||||
https://github.com/ericwa/ericw-tools/issues.
|
||||
| Improvements to the documentation are welcome and encouraged.
|
||||
|
||||
COPYRIGHT
|
||||
Copyright
|
||||
=========
|
||||
|
||||
| Copyright (C) 2017 Eric Wasylishen
|
||||
|
|
@ -606,7 +633,7 @@ COPYRIGHT
|
|||
This is free software: you are free to change and redistribute it. There
|
||||
is NO WARRANTY, to the extent permitted by law.
|
||||
|
||||
SEE ALSO
|
||||
See Also
|
||||
========
|
||||
|
||||
**qbsp**\ (1) **vis**\ (1) **bspinfo**\ (1) **bsputil**\ (1)
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
====
|
||||
qbsp
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====
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|
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|
|
@ -206,7 +207,7 @@ All faces of a brush must have textures which indicate the same
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contents. Mixed content types will cause qbsp to print an error and
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exit.
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SKIP
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skip
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^^^^
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Any surfaces assigned a texture name of *skip* will be compiled into the
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|
|
@ -215,7 +216,7 @@ play can't walk or shoot through them) but they will not be drawn.
|
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Water, slime and lava surfaces can be made invisible using the texture
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names *\*waterskip*, *\*slimeskip* and *\*lavaskip* respectively.
|
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HINT
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hint
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^^^^
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Hint surfaces cause a bsp split and portal to be generated the on the
|
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|
|
@ -228,7 +229,7 @@ Use a texture with the name *hintskip* on any surfaces of a hint brush
|
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which you don't want to generate bsp splits or portals. All surfaces of
|
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a hint brush must use either the *hint* or *hintskip* texture name.
|
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ORIGIN
|
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origin
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^^^^^^
|
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|
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An origin brush (all faces textured with "origin") can be added to a
|
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|
|
|
|||
54
docs/vis.rst
54
docs/vis.rst
|
|
@ -1,14 +1,15 @@
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NAME
|
||||
====
|
||||
===
|
||||
vis
|
||||
===
|
||||
|
||||
vis - Compute visibility (PVS) for a Quake BSP file
|
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|
||||
SYNOPSIS
|
||||
Synopsis
|
||||
========
|
||||
|
||||
**vis** [OPTION]... BSPFILE
|
||||
|
||||
DESCRIPTION
|
||||
Description
|
||||
===========
|
||||
|
||||
**vis** is a tool used in the creation of maps for the game Quake. vis
|
||||
|
|
@ -25,66 +26,79 @@ days or weeks in extreme cases. Vis will attempt to write a state file
|
|||
every five minutes so that progress will not be lost in case the
|
||||
computer needs to be rebooted or an unexpected power outage occurs.
|
||||
|
||||
OPTIONS
|
||||
Options
|
||||
=======
|
||||
|
||||
-threads n
|
||||
.. program:: vis
|
||||
|
||||
.. option:: -threads n
|
||||
|
||||
Set number of threads explicitly. By default vis will attempt to
|
||||
detect the number of CPUs/cores available.
|
||||
|
||||
-fast
|
||||
.. option:: -fast
|
||||
|
||||
Skip detailed calculations and calculate a very loose set of PVS
|
||||
data. Sometimes useful for a quick test while developing a map.
|
||||
|
||||
-level n
|
||||
.. option:: -level n
|
||||
|
||||
Select a test level from 0 to 4 for detailed visibility calculations.
|
||||
Lower levels are not necessarily faster in in all cases. It is not
|
||||
recommended that you change the default level unless you are
|
||||
experiencing problems. Default 4.
|
||||
|
||||
-v
|
||||
.. option:: -v
|
||||
|
||||
Verbose output.
|
||||
|
||||
-vv
|
||||
.. option:: -vv
|
||||
|
||||
Very verbose output.
|
||||
|
||||
-noambientsky
|
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.. option:: -noambientsky
|
||||
|
||||
Disable ambient sound generation for textures with names beginning
|
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with 'SKY'.
|
||||
|
||||
-noambientwater
|
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.. option:: -noambientwater
|
||||
|
||||
Disable ambient sound generation for textures with names beginning
|
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with '*WATER' or '*04WATER'.
|
||||
|
||||
-noambientslime
|
||||
.. option:: -noambientslime
|
||||
|
||||
Disable ambient sound generation for textures with names beginning
|
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with '*SLIME'.
|
||||
|
||||
-noambientlava
|
||||
.. option:: -noambientlava
|
||||
|
||||
Disable ambient sound generation for textures with names beginning
|
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with '*LAVA'.
|
||||
|
||||
-noambient
|
||||
.. option:: -noambient
|
||||
|
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Disable all ambient sound generation.
|
||||
|
||||
-visdist n
|
||||
.. option:: -visdist n
|
||||
|
||||
Allow culling of areas further than n units.
|
||||
|
||||
AUTHOR
|
||||
Author
|
||||
======
|
||||
|
||||
| Kevin Shanahan (aka Tyrann) - http://disenchant.net
|
||||
| Eric Wasylishen
|
||||
| Based on source provided by id Software
|
||||
|
||||
REPORTING BUGS
|
||||
Reporting Bugs
|
||||
==============
|
||||
|
||||
| Please post bug reports at
|
||||
https://github.com/ericwa/tyrutils-ericw/issues.
|
||||
| Improvements to the documentation are welcome and encouraged.
|
||||
|
||||
COPYRIGHT
|
||||
Copyright
|
||||
=========
|
||||
|
||||
| Copyright (C) 2017 Eric Wasylishen
|
||||
|
|
@ -96,7 +110,7 @@ COPYRIGHT
|
|||
This is free software: you are free to change and redistribute it. There
|
||||
is NO WARRANTY, to the extent permitted by law.
|
||||
|
||||
SEE ALSO
|
||||
See Also
|
||||
========
|
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**qbsp**\ (1) **light**\ (1) **bspinfo**\ (1) **bsputil**\ (1)
|
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|
|
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Reference in New Issue